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 Concept art 
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Post Re: Concept art
I love the smaller feet, actually.

Matty: not liking the CMF text much actually :/

Arne: The real scale sprite made me laugh. I think I'd need ot see the medium between the heavy and the light with the new scaling to know if I liked it (something about those chunky, plated calves is awesome) but The heavy Coa detail is cool, around the neck. nice to see the FG legs actually painted at 3/4 :)
New light looks really good, actually. Not sure if they should be exclusively female, but that's part of the design and your choice. the jetpacks are also A+
Be nice if there were some good light rifles for the Coalition actually, currently their rifles feel beyond unpolished, it would feel more their style (clean but brutish, very military) to have airburst antipersonell rounds or something along those lines rather than stupidly fast bullets that glitch through terrain. Be nice to have more smoke and fire in general, what're your plans on effects in CC? How do you feel everything should react?
Very much like the shotgun turret, and the segment-arms on the brainbots are cool. I feel the CPU would be better suited to being a signal jammer crab or something, but I suppose you need a way of having embassador brains without neural collateral. Be nice to see the rockets in-game.

It'd be cool to see the whitebots use vacuum tube electronics, it'd mean they could use EMPs etc against the blackbots and dummies (I think, can't rememeber much about that at the moment, I'm in english), and also provide a reason for a more barrel-y look to their heavier units.

Freaking love the brain transfer slide, and the inclusion of your SF design, the first literally "humanoid" robot (not the alien one) is awesome, bits of it would make cool artifacts to dig up, and that sort of design would be cool for a robotvrobot war too (civil war etc).

I need to talk to you about the EXILE thing, but I'll do that via PM or email tonight.
Can't wait to see the design doc, and I'm glad you've done this, it's made me appreciate the CC universe again (fresh designs omnomnom).


Fri Jul 23, 2010 1:17 am
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Post Re: Concept art
Lizard wrote:
Azukki, the page there only has light and heavy, no medium (thankfully).
By 'page' I assume you mean the concept art in the original post? It does show a medium. If you meant the spriting, it wasn't completely obvious whether the smaller one was the medium or the light, so I mentioned that in my opinion, it should be the light, with one of the old soldiers as the medium, so the standard =CMF= soldier, the average AHuman, wouldn't be changed.

To do things more visually, this is the set of sprites I recommend be used to fill the roles shown in the concept art:
Image
The result gives a high-variance selection of standard soldiers, with the same average soldier size as before. This is good, because then the new content is mostly additive, not wasteful. More variance is good for gameplay. Other actors won't have to be rescaled to fit a new average size. Also, the known and loved style remains.


Last edited by Azukki on Fri Jul 23, 2010 1:50 am, edited 3 times in total.



Fri Jul 23, 2010 1:29 am
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Post Re: Concept art
Greater size variety would be great, especially if there were greater official support for it.

Waist high bipedal droids are underappreciated but would be pretty cool.


Fri Jul 23, 2010 1:44 am
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Post Re: Concept art
I think a big part of why really small stuff isn't done much is because they either have to have weird legs, or have trouble walking. And the source of that issue almost certainly won't be changed, since Data's probably really tired of tinkering with the physical aspects of feet.


Fri Jul 23, 2010 1:47 am
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Post Re: Concept art
the new sprites for the coalition medium & lights look like scrawny little sticks with chicken-legs. the new heavy looks fantastic though. the concept art is amazing as always, buuuut...

the symbol you gave for the coalition reminds me of some mix of the klingon empire, the trilateral commission, and the triforce. It needs to be more... stylized.

Love the turret designs though.


Fri Jul 23, 2010 2:31 am
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Post Re: Concept art
Actually forget my objections to the new style. My main concern (and I think I failed to drive this home), is that it would be unnecessary effort expended by you, Arne. From your words this doesn't seem to be the case, and modded factions don't really matter. I don't think any of the mods so far really fit in with the current style anyways, with the exception of LFOW's stuff and maybe Bubs.

I also poorly communicated the fact that I really like the new sprites.


Fri Jul 23, 2010 2:44 am
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Post Re: Concept art
The icon somehow needs more "jerrycan" in it...

For bubs' stuff, he wouldn't have much trouble cleaning them a bit up I suppose.


Fri Jul 23, 2010 2:45 am
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Post Re: Concept art
I really like the new style. Small feet generally make the characters look sleeker. Goofy big feet has got to go.

I simply hope it would not compromise the actors' ability to walk because of the physics engine.


Fri Jul 23, 2010 3:04 am
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Post Re: Concept art
I kind of see a cube in the center of those arrows. Maybe if that was articulated(?) or highlighted in a different tint it'd give a unifying feel to the logo. Or something.

I agree with 'Zuki in just adding things like the coa heavy and Techion stuff as opposed to just replacing/dropping what's already here. Loving the new concepts and tanks/static turrets. Absolutely love the tanks.

edit: Haha I just noticed a funny quirk, proms you draw smilies to display your fondness of the sketch. Hilarious and foreshadowy (as in what designs might have more drastic changes than the others)


Last edited by FuzzyMelon on Fri Jul 23, 2010 4:04 am, edited 1 time in total.



Fri Jul 23, 2010 3:14 am
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Post Re: Concept art
I've always had this question:
Are the Whitebots supposed to have one eye, or is it that every picture of them shows their head at a side view?


Fri Jul 23, 2010 4:00 am
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Post Re: Concept art
Yes they only have one eye. :P


Prom, I think all of this art is lovely, but I wanted to give some feedback.



CMF

Logo
I like the logo. Just as a logo, it looks pretty cool, but once you realize that those are arrows, it also has a meaning behind it. I'm not sure about the triple down arrow on the M in CMF, it looks like the arrow shown when ordering from Tradestar, so it might send the wrong message. I like the space between the heads of the arrows, but maybe you could add a triangle connecting to each of the points of the arrows, to make it look like the arrows are unifying into something?


-Meat Puppets

Heavy Male
I really like this. The big shoulder pads and breastplate makes him look like a football player, and that way he stands with the armor on makes him look like a big, beefy castle guard. Looking at your example of it in-game, I think the shoulder pad would look a lot better if it was green. In fact, I'd use more green and black on most of the sprites.

Medium Anonymous (?)
Looks good in general, not a big design change from most coalition clone designs.

Light Female
Perfect.

Overall: Medium and Light aren't very different, while the Heavy looks vastly superior to the Medium. Might I suggest beefing the Medium up a bit?


-Turrets

Static Turret
<3

Wall Mounted Turret
Simple, yet good design.

Indoor Turret
This. Looks. Awesome. It's a really cool design for a turret, to be honest.

Overall: :3


-Brainbots

First (Medium?) Brainbot
Looks neat, but odd at the same time. Perhaps this was the goal? I mean, brains in a glass jar aren't exactly normal, so maybe the design of the body was meant to supplement this? Either way, it looks good, but perhaps it could be a humanoid.

Second (Light?) Brainbot
The body has an uninteresting shape, and the arms could use some work. Otherwise, I like it.

Last (Heavy?) Brainbot
Like the Heavy Meat Puppet, this features big shoulders and a large upper-body. The snake-y arms are especially nice. It looks good, but you see all of this tough metal, and a weak little brain case siting on top. Could there be any plating to protect the brain case? Or would that ruin the point?

Overall: Good! But, uh, why are there stars on them instead of the CMF logo?

CPU
... Pink eyes? What? There's also a it too much green.


-Vehicles

Mobile Turret
Good, but stereotypical.

Tank
<3. Maybe you could have heavy/light versions of this, too? Again, what is that star?

Big Rocket
Ennnh. The placement of the jet thrusters and feet look pretty bad in my opinion.

Small Rocket
Looks a lot like the Dummy rocket...

Dropship
Heck yes. This is really classy. It's like a beetle, and I mean that in the very best way possible.



Techion

Logo
Enh. I don't really like it, but I don't hate it. Could grow on me.


-Colored Stuffs

Silver Bane
? I don't know what to think about this. It doesn't fit very well with the rest of the Techion faction. The head is so clunky when compared to the Whitebot's.

Whitebot
You've drawn this before, you know we like it!

Dropship Turret
I've always wanted to make a little dropship with a gun to use as a covert gunship. This looks really nice.

Crab Thing
?

-Uncolored Stuff
?


Fri Jul 23, 2010 4:30 am
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Post Re: Concept art
The star, I believe, is inspired by earlier US army color scheme.
Please correct me if I am wrong.


Fri Jul 23, 2010 4:46 am
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Post Re: Concept art
CrazyMLC wrote:
CMF

Logo
I like the logo. Just as a logo, it looks pretty cool, but once you realize that those are arrows, it also has a meaning behind it. I'm not sure about the triple down arrow on the M in CMF, it looks like the arrow shown when ordering from Tradestar, so it might send the wrong message. I like the space between the heads of the arrows, but maybe you could add a triangle connecting to each of the points of the arrows, to make it look like the arrows are unifying into something?


The down triangle thing symbolizes ranks :P


Fri Jul 23, 2010 5:19 am
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Post Re: Concept art
CrazyMLC wrote:
Medium Anonymous (?)
Looks good in general, not a big design change from most coalition clone designs.

I'm pretty positive that said androgynous, not anonymous.
Yes, I realize this contributes jack ♥♥♥♥ to the discussion, but damnit, it bugged me.


Fri Jul 23, 2010 5:26 am
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Post Re: Concept art
Attachment:
File comment: Incredibly impolite of me, but I feel on the medium the old chunky calves should be preserved. Lazy ~10min redraw.
Makes it more Male than you'd probably like though with the backpack silhouette :/

CCCoaMed.jpg
CCCoaMed.jpg [ 59.55 KiB | Viewed 8895 times ]

I feel the CC universe could stand to explain where stuff goes when it isn't in the actor's hands, so I added a backpack which would have the jetpack integrated into it.
In hindsight on that note, it would be awesome if you could get data to make the weapon be holstered at the holster offset (where the hands zoom to upon switching to the weapon) when a switch "Holstered externally" or similar was set to true.


Fri Jul 23, 2010 5:29 am
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